I'm curious if you could a TF2 sentry gun mod? Basically, 3 turrets, one shoots bullets and shoots slowly, one shoots bullets and shoots fast, and one shoots rockets and bullets and shoot bullets fast but rockets slowly? I'm sorry if that's too hard, I just really want to see that.
I think this mod is screwing up my BuildCraft textures. All my BuildCraft objects are now just white blocks. It's either this mod or the BTW's most recent update, as I downloaded both on the same day. Is anyone else having this issue?
I think this mod is screwing up my BuildCraft textures. All my BuildCraft objects are now just white blocks. It's either this mod or the BTW's most recent update, as I downloaded both on the same day. Is anyone else having this issue?
Did you tried to do a fresh install with all mods?
This is an amazing mod. I have been using the portal turret to keep the creepers at bay. But this is way cooler! I really like way you set up the health and ammo indicators at the bottoms of the turrets. I also love the fact that you have more then one turret! Thank you for the mod. Looking forward to the next update!
Any chance of making each individual turret (Or just the turret types) target separately? i.e. be able to set the arrow turret to players, bullet to animals and laser to mobs.
Any chance of making each individual turret (Or just the turret types) target separately? i.e. be able to set the arrow turret to players, bullet to animals and laser to mobs.
Yeah, it's possible! But not planned in the moment (maybe in 1.2).
Actually this mod is very difficult to find since all my searches for "Turret Mod" point to the player-controlled one. From the preview video, it doesn't aim where your crosshairs are and the model is really ugly!
Here's my latest mod testing video, there's this turret mod at the end and a neat idea for a somewhat-mob controlled version of it:
Actually this mod is very difficult to find since all my searches for "Turret Mod" point to the player-controlled one. From the preview video, it doesn't aim where your crosshairs are and the model is really ugly!
Here's my latest mod testing video, there's this turret mod at the end and a neat idea for a somewhat-mob controlled version of it:
In version 1.1, you will be able to upgrade the turrets. Implemented are currently:
- Upgrading with Saddle -> You can ride and control a turret and shoot with them!
- Upgrading with Chest -> The turrets can store with this upgrade 1728 items ( 27 full stacks) of ammunition!
After using this mod for a while, I have some comments.
The tiered system is neat, but rather than have it in three guns, make it upgrades instead.
Ammo is strange for the first two guns. The first gun fires arrows, never made that one cause the second gun fires bullets and is pretty much just as easy to make. Why is this a problem? Because I need flint for both guns. To keep the guns unique, I would add a crafting recipe: 1 iron, 1 gunpowder, shapless = 10odd bullets. Use these as ammo for the second gun.
The third gun is way too easy to make for the power it wields. 1 diamond and a couple obsidian, not too hard come by.
The firing modes are also unbalanced.
Redstone = 3 shots per ammo @ 5 damage per shot.
Lapis = 1 shot per ammo @ 10 damage per shot.
There's absolutely no draw to using the lapis for ammo as you get 5 more damage per unit of ammo and redstone is way more abundant.
Also the repair (1 obsidian per heart) is redundant considering I can add a diamond and just make a new gun.
I would make it like a tf2 sentry. Base damage through all the stages say, 2 hearts. For stage 2, just double the rate of fire. For stage three, add a secondary fire mode that requires different ammo. Probably a 5 damage bolt that only fires every 3 seconds or something.
Ammo is strange for the first two guns. The first gun fires arrows, never made that one cause the second gun fires bullets and is pretty much just as easy to make. Why is this a problem? Because I need flint for both guns. To keep the guns unique, I would add a crafting recipe: 1 iron, 1 gunpowder, shapless = 10odd bullets. Use these as ammo for the second gun.
It's a very good idea! Maybe It will implemented in 1.1 :wink.gif:
The third gun is way too easy to make for the power it wields. 1 diamond and a couple obsidian, not too hard come by.
The firing modes are also unbalanced.
Redstone = 3 shots per ammo @ 5 damage per shot.
Lapis = 1 shot per ammo @ 10 damage per shot.
There's absolutely no draw to using the lapis for ammo as you get 5 more damage per unit of ammo and redstone is way more abundant.
Maybe replace the diamond with a diamond block!? The Lapis can be used as optional second-firing ammo (with 15 hearts damage, no two different firing modes anymore) and the Redstone can be reduced to 4 hearts damage.
I would make it like a tf2 sentry. Base damage through all the stages say, 2 hearts. For stage 2, just double the rate of fire. For stage three, add a secondary fire mode that requires different ammo. Probably a 5 damage bolt that only fires every 3 seconds or something.
Because I will keep the tiered system and I want to make "unique" turrets (that not appears in any game, like the TF2 sentry), I don't want to make this, sorry.
Hi, awesome mod! V.1 has been working fine but I have just tried the new version and got a black screen, even tried on a fresh jar.
Here's the error report.
Thanks in advance for any help.
java.lang.UnsupportedClassVersionError: mod_TurretMod : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at ModLoader.addMod(ModLoader.java:267)
at ModLoader.readFromClassPath(ModLoader.java:1104)
at ModLoader.init(ModLoader.java:812)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 7ee7b75a ----------
From time i downloaded your mod i can't stop thinking of them tower defense type games. Not asking you to do this just like to put it out there see what others think.
Say you make a new world and have so long to build a base walls turrets and whatever.
So now its later the mobs start coming from a random spawned hole, lair , base?
You have small some of mobs coming to start with to get a feel for how good your base is.
The mobs creepers zombies whatever will all have some set damage they do to stone/sand/dirt so on blocks.
Your base lives so you start to push out to blow up this lair the mobs are coming from and build out more add turrets / traps / kill zones.
The lairs after being killed will have more spawn at random all witch ways but farther away every time you can take over blow up whatever a lair.
If you ever seen the first starship troopers movie where they are in that base being over run with the bugs think that but only minecraft mobs.
I think this be a load of fun with friends or solo but hey thats just me what you guys think?
I discovered a bug that crashes the game if you trigger it. The saddle upgrade works great(though if you had made it (more) clear you needed to right click with the remote to get on, that would've been great), except... If you switch to an empty hand when riding the turret, it goes to 'saving chunks' and crashes. Any other item works fine. Empty hand crashes it. Might want to look into that.
Hi, awesome mod! V.1 has been working fine but I have just tried the new version and got a black screen, even tried on a fresh jar.
Here's the error report.
Thanks in advance for any help.
java.lang.UnsupportedClassVersionError: mod_TurretMod : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at ModLoader.addMod(ModLoader.java:267)
at ModLoader.readFromClassPath(ModLoader.java:1104)
at ModLoader.init(ModLoader.java:812)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 7ee7b75a ----------
I discovered a bug that crashes the game if you trigger it. The saddle upgrade works great(though if you had made it (more) clear you needed to right click with the remote to get on, that would've been great), except... If you switch to an empty hand when riding the turret, it goes to 'saving chunks' and crashes. Any other item works fine. Empty hand crashes it. Might want to look into that.
Yeah, I look into that, and yes, I've forgot to add the details about the upgrades. Will be added.
...
Did you tried to do a fresh install with all mods?
- upgrade turrets with saddle and you can ride and control them
- upgrade turrets with chests and it has more space for ammo
Yeah, it's possible! But not planned in the moment (maybe in 1.2).
r there any mods where u control the turret then?
Here's my latest mod testing video, there's this turret mod at the end and a neat idea for a somewhat-mob controlled version of it:
In version 1.1, you will be able to upgrade the turrets. Implemented are currently:
- Upgrading with Saddle -> You can ride and control a turret and shoot with them!
- Upgrading with Chest -> The turrets can store with this upgrade 1728 items ( 27 full stacks) of ammunition!
The tiered system is neat, but rather than have it in three guns, make it upgrades instead.
Ammo is strange for the first two guns. The first gun fires arrows, never made that one cause the second gun fires bullets and is pretty much just as easy to make. Why is this a problem? Because I need flint for both guns. To keep the guns unique, I would add a crafting recipe: 1 iron, 1 gunpowder, shapless = 10odd bullets. Use these as ammo for the second gun.
The third gun is way too easy to make for the power it wields. 1 diamond and a couple obsidian, not too hard come by.
The firing modes are also unbalanced.
Redstone = 3 shots per ammo @ 5 damage per shot.
Lapis = 1 shot per ammo @ 10 damage per shot.
There's absolutely no draw to using the lapis for ammo as you get 5 more damage per unit of ammo and redstone is way more abundant.
Also the repair (1 obsidian per heart) is redundant considering I can add a diamond and just make a new gun.
I would make it like a tf2 sentry. Base damage through all the stages say, 2 hearts. For stage 2, just double the rate of fire. For stage three, add a secondary fire mode that requires different ammo. Probably a 5 damage bolt that only fires every 3 seconds or something.
Hope this was constructive.
Nah, I think I'll let these tiered system, because they will have other upgrades in the upcoming version.
It's a very good idea! Maybe It will implemented in 1.1 :wink.gif:
Maybe replace the diamond with a diamond block!? The Lapis can be used as optional second-firing ammo (with 15 hearts damage, no two different firing modes anymore) and the Redstone can be reduced to 4 hearts damage.
Changing to 1 obsidian heals a half of life (also for the other turrets)!?
Because I will keep the tiered system and I want to make "unique" turrets (that not appears in any game, like the TF2 sentry), I don't want to make this, sorry.
Yeah, absolutely! I'm always happy when I get such constructive criticism! :smile.gif:
But before I will change these things, I want to hear the others about this points.
Keep it up! :smile.gif:
and if you needed a tutorial for Windows i made one if you want it. :biggrin.gif:
http://www.minecraftforum.net/topic/562836-#5
Hope you enjoy this!
And thanks for the video, SCMowns. I've add it to the install tutorial! :smile.gif:
Here's the error report.
Thanks in advance for any help.
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at ModLoader.addMod(ModLoader.java:267)
at ModLoader.readFromClassPath(ModLoader.java:1104)
at ModLoader.init(ModLoader.java:812)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 7ee7b75a ----------
Say you make a new world and have so long to build a base walls turrets and whatever.
So now its later the mobs start coming from a random spawned hole, lair , base?
You have small some of mobs coming to start with to get a feel for how good your base is.
The mobs creepers zombies whatever will all have some set damage they do to stone/sand/dirt so on blocks.
Your base lives so you start to push out to blow up this lair the mobs are coming from and build out more add turrets / traps / kill zones.
The lairs after being killed will have more spawn at random all witch ways but farther away every time you can take over blow up whatever a lair.
If you ever seen the first starship troopers movie where they are in that base being over run with the bugs think that but only minecraft mobs.
I think this be a load of fun with friends or solo but hey thats just me what you guys think?
I think I knows what's the problem, I'll fix it.
Yeah, I look into that, and yes, I've forgot to add the details about the upgrades. Will be added.
EDIT: fixed!